Author Topic: [PoC] Prestige Class - Nanotheurge  (Read 1977 times)

Offline Garryl

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[PoC] Prestige Class - Nanotheurge
« on: May 25, 2013, 09:41:39 AM »
Nanotheurge prestige class
Dual progression divine/activating PrC that eventually becomes a demigod, sort of.

   Feats: Energized Spellcasting.
   Skills: Computer Use 8 ranks, Craft (any) 2 ranks, Knowledge (religion) 6 ranks.
   Activating: Ability to activate at least 2 modules. Access to a socket.
   Spellcasting: Ability to cast 2nd-level divine spells.
   Deity: Must worship an ideal, not a deity.

Hit Die: d8

Table: The Nanotheurge


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating


Spellcasting
1+0+2+0+2Cybernetic Ascension (Transmutation and Mind-affecting), Divine Portfolio+1 of existing activating class+1 of existing divine spellcasting class
2+1+3+0+3--+1 of existing activating class+1 of existing divine spellcasting class
3+2+3+1+3Cybernetic Ascension (Ability Damage, Energy Drain), Least Socket Access+1 of existing activating class+1 of existing divine spellcasting class
4+3+4+1+4Divine Portfolio (Cybernetics Domain)+1 of existing activating class+1 of existing divine spellcasting class
5+3+4+1+4Cybernetic Ascension (Spontaneous Domain Spells)+1 of existing activating class+1 of existing divine spellcasting class
6+4+5+2+5--+1 of existing activating class+1 of existing divine spellcasting class
7+5+5+2+5Cybernetic Ascension (Spell Resistance and DR/Epic)+1 of existing activating class+1 of existing divine spellcasting class
8+6+6+2+6Lesser Socket Access+1 of existing activating class+1 of existing divine spellcasting class
9+6+6+3+6Divine Portfolio (Bonus Domain)+1 of existing activating class+1 of existing divine spellcasting class
10+7+7+3+7Cybernetic Ascension (Immortality), Deus in Machina+1 of existing activating class+1 of existing divine spellcasting class

Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Knowledge (architecture and engineering), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, and Spellcraft. A nanotheurge with any domains adds skills granted by them to his nanotheurge skill list as well as his cleric skill list.

Weapon and Armor Proficiency: As a nanotheurge, you gain no new weapon or armor proficiencies.

Activating: At each nanotheurge level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the nanotheurge level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of nanotheurge to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new nanotheurge level, you must decide to which class you add the new level of nanotheurge for the purpose of determining your activating abilities.

Spellcasting: At each nanotheurge level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an divine spellcasting class to which you belonged before you added the nanotheurge level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, bardic music, and so on). This essentially means that you add the level of nanotheurge to the level of whatever divine spellcasting class you already have, then determine spells per day, spells known, and caster level accordingly.

If you had more than one divine spellcasting class before gaining a new nanotheurge level, you must decide to which class to add each level for the purpose of determining your spellcasting abilities.

Cybernetic Ascension (Ex): Just as the gods once created life within the planes, that life created machines. In turn, the machines may one day create gods.

Starting at 1st level, you begin your divine ascension. This ability is an energy receptacle with a capacity equal to half your nanotheurge level (minimum 1).

You gain resistance to effects that would change your form or your mind unwillingly, granting you a bonus on saving throws against mind-affecting effects and Transmutation spells (or other effects that would alter your form) equal to twice the amount of energy allocated to this ability.

Beginning at 3rd level, you gain resistance to ability damage, ability drain, and energy drain. Any ability damage, ability drain, or negative levels that you would gain from any effect is reduced by the amount of energy allocated to this ability. This only applies if the energy is already allocated as the effect occurs.

Beginning at 5th level, you gain the ability to spontaneously cast spells from any domain you possess. This functions similarly to a good cleric's ability to spontaneously cast cure spells, except that you cast spells from your domains and that you cannot spontaneously cast a spell that would take up a spell slot greater than twice the amount of energy allocated to this ability.

Beginning at 7th level, you gain spell resistance and damage reduction as long as any energy is allocated to this ability. This spell resistance is equal to 22 plus twice the amount of energy invested. The damage reduction is equal to twice the amount of energy allocated to this module and can only be overcome by epic weapons, and allows your natural weapons to bypass damage reduction as epic weapons. Additionally, this benefit applies to any weapons you wield that were created by your modules and any attack or effect resulting from one of your modules.

Beginning at 10th level, you attain a measure of immortality. You do not suffer penalties from aging, do not need to eat, sleep, or breathe, and are not subject to death from old age or massive damage. These benefits apply even if you have no energy allocated to this ability.

Divine Portfolio (Ex): Starting at 1st level, your levels in divine spellcasting classes, activating classes, and nanotheurge stack to determine your effective cleric level for your domains. Your nanotheurge levels and all subsequent levels in divine spellcasting classes and activating classes count as cleric levels for the purpose of benefiting from any domains you possess (such as the addition of class skills).

At 4th level, you gain access to the Cybernetics domain. If you already have access to that domain, you can select another domain that keeps with your ideals. If you do not already have access to a domain, you can cast each of its spells once per day (as described in Complete Divine).

At 9th level, you can select a second domain to gain access to. This can be any domain that keeps with your ideals.

Socket Access: Beginning at 3rd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 8th level, you also gain access to your Lesser sockets.

Deus in Machina (Su): At 10th level, your ascension to godhood is nearly complete. For short periods of time, you can grasp true divinity.

Once per day, you can temporarily gain a divine rank of 0. You gain the following benefits in place of the normal benefits of having a divine rank of 0. If you already had a divine rank, your divine rank does not change and you can use the better of your own abilities and the ones granted by this effect.

Your base land speed doubles (and any other movement speeds you have based on it may also be affected). You gain a deflection bonus to your armor class equal to your Charisma modifier (if positive) and fire resistance 5. You are immune to polymorphing, petrification, or any other attack that alters your form. Any shape-altering powers that you might have work normally on yourself. Finally, your cybernetic ascension ability is considered to be filled to its energy capacity, regardless of the amount actually allocated.

You can use ability as a free action during your turn. It lasts for a number of rounds equal to your nanotheurge level.



Nanotheurges in the Forgotten Realms
Nanotheurges are required to follow an ideal, rather than worship a deity. This normally puts them at serious risk in the afterlife, where their souls will be absorbed by the Wall of the Faithless. However, as nanotheurges are on the path to deific ascension, the spark of divinity they have built into themselves prevents their souls from ever being fully absorbed by the Wall. Although they may be tethered to the Wall of the Faithless, nanotheurge souls never fully cease existing, no matter how long they remain. A true resurrection, wish, or miracle spell, or a similarly powerful effect, can return a willing nanotheurge to life no matter how long they have been dead (regardless of the normal time limitations of such effects) as their soul remains in perpetuity. 10th-level nanotheurges, being able to attain actual divinity for short periods of time, can actually escape the Wall under their own power and ascend to the deific domains matching their ideals and portfolio.
« Last Edit: July 09, 2017, 10:37:06 PM by Garryl »